This option is a bit different than the already "always center worm option". However it takes it a step further. This options would allow the screen to actually move with the worm because the worm is suppose to be always centered. For example, whenever you hit the Home key on your keyboard is automatically centers the worm. However, if you actually hold down the Home key your worm will always be centered so the screen moves with the worm, it's quite nice actually. Could an option like this be implemented, instead of having to tape down my Home key?17 votes
Added as Ctrl+Home.
I would like this as a scheme option.
MultiHealing (default and used now) : When a worm collects a healthy crate , all the sicked worms of same team get Cured.
Single Healing : Only the worm that collects the healthy crate get cured.8 votes
This is now an Extended Scheme Option in 3.8 (set “Health crates cure poison” to “Cure collecting worm”).
This feature makes a worm respawn at the last place it stood if it falls in the water. This feature allows mapmakers to create rope races that require perfection, but allow players to try many times without starting over from the beginning.
This is already a feature of wkRubberworm, but I don't want to have to discriminate against players who don't have that module. It could be added through a command like /antisink.5 votes
This is now an Extended Scheme Option in 3.8 (“RubberWorm anti-sink”).
/ts - test stuff
With TS on you can surf properly, your worm bounces on the water, then you can fire a rope with 'enter/return'.
/surf - surf mode
Enable rope bounce.
Lower the water friction, or increase rope speed, so you can bounce further.
If you can.. make it so you can fire the normal rope with space after the bounce, i.e. the angle switches direction.
“Keep control after skimming” is now an Extended Scheme Option in 3.8. Please file separate ideas for other points if they still apply.
To make the physics more real, wind could have a minor(!) influence on worms. For instance, on jumps and even on walking.
Rubber has this feature already.4 votes
This is now an Extended Scheme Option in 3.8 (“RubberWorm wind influence applies to Worms”).
Or it should focus the camera on the mouse pointer, not a worm.3 votes
This was fixed in 3.8.
All TestStuff features are now individual Extended Scheme Options in 3.8.
It would be nice to be able to play with ts + 150% speed , or maybe boomrace + 150% speed , Batty + RS , etc . Because now you can just use 1 of these , if you have enable ts , and then you enable 150% , ts is unabled.1 vote
This is now an Extended Scheme Option in 3.8 (“Game engine speed”), as well as all the TestStuff features.
If all the features of rubber would be build-in with W:A - no /telv no desyncs...1 vote
This was added in 3.8 (“W:A can now emulate RubberWorm game logic without any third-party modules being loaded.” / “The new scheme format includes all of the options that were controllable via RubberWorm.”).
Since Worms 2, a typo exists in the German translation of the message popping up at a health crate drop:
"Das ist eine gesunde Alernative..."
"Das ist eine gesunde Alternative..."
Pretty clear a t is currently missing.1 vote
We can stand on a worm and release a Bazooka projectile from the rope. The projectile is then stuck and explodes after ten seconds. Will this ever be taken care of?1 vote
This is now an Extended Scheme Option in 3.8 (“Floating weapon glitch”).
Maybe up to 10 - for rubberworms low gravity schemes etc1 vote
This is now an Extended Scheme Option in 3.8 (“RubberWorm extended fuses/herds”).
I was wondering if new update has new test stuffs like "Bungee Shopper stuff" (i.e. /bs), in which everything would be same like /ts except worm won't be hanging after turn end, and "Darts stuff" (i.e. /ds), which would be useful to not get messed up by accidentally drilling all worms, whch means worms won't hit each other at all.
These teststuffs would be pretty useful to get the scheme activity back.1 vote
These are now individual Extended Scheme Options in 3.8.
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